source | Source texture. |
dest | Destination RenderTexture, or null to blit directly to screen. |
mat | Material to use. Material's shader could do some post-processing effect, for example. |
pass | If -1 (default), draws all passes in the material. Otherwise, draws given pass only. |
Copies source texture into destination render texture with a shader.
This is mostly used for implementing post-processing effects.
Blit sets dest
as the render target, sets source
_MainTex
property on the
material, and draws a full-screen quad.
Note that if you want to use depth or stencil buffer that is part of the source
(Render)texture,
you'll have to do equivalent of Blit functionality manually - i.e. Graphics.SetRenderTarget
with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho),
setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion
state set. Depending on what was rendered previously, the current state might not be the one you expect.
You should consider setting GL.sRGBWrite as you need it before doing Blit or any other
manual rendering.
See Also: Graphics.BlitMultiTap, post-processing effects.
// Copies aTexture to rTex and displays it in all cameras.
var aTexture : Texture; var rTex : RenderTexture;
function Start() { if(!aTexture || !rTex) Debug.LogError("A texture or a render texture are missing, assign them."); }
function Update () { Graphics.Blit (aTexture, rTex); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Texture aTexture; public RenderTexture rTex; void Start() { if (!aTexture || !rTex) Debug.LogError("A texture or a render texture are missing, assign them."); } void Update() { Graphics.Blit(aTexture, rTex); } }